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Approach A

Matthias Bachfischer edited this page Feb 16, 2021 · 1 revision

Approach A - PDDL / Classical Planning

Motivation

The motivation was to develop an agent(s) that uses classical planning, by making calls to a solver using templated environment files, to act within the Pacman contest environment.

Theory

Classical Planning, in the form of model-based planning, solves the problem of which action an agent should do by:

  • Specifying a model representing the problem (the state model), including:
    • a finite and discrete state space;
    • a known initial state;
    • a set of goal states;
    • actions applicable in each state;
    • a deterministic transition function;
    • positive action costs;
  • Making a call to a planner (using the state model), which returns a controller (i.e. a plan);
  • Using this controller to act in the desired environment.

This approach would utilise Planning Domain Definition Language (PDDL) to model the Pacman environment.

Trade-offs

Advantages:

  • Requires much less programming (in the form of problem description), as opposed to many other AI methods.
  • Can be extremely powerful in some circumstances.

Disadvantages:

  • Assumes a single-agent, fully-observable, deterministic, static environment.

Special Note:

This specific approach was the only one which was not successfully implemented in any of the agents; this was primarily due to technical issues experienced in implementing the Metric-FF solver.

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